[Map] Operation Bright Star (4km) [WIP]

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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

Pantyfas wrote:Looks beautiful. Keep up the good work!

I just hope there won't be any problem with setting this night w/ NVG (even dusk would be good).

I remember that there was a map being done by Zeno for the NOR faction that was supposedly set during the night. Did they manage the NVG to work did they do a workaround?
Thanks!

I have no idea about NODs, last time I remember them in PR was WAY back in mastuur city.

I have a feeling I can make it a pretty light night as the sky box as a moon (so its not a moonless night) and it takes place on a damn airfield, so there will be a lot of ambient lights around.
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AfSoccer "I just don't see the natural talent."
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Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: [Map] Kandahar Airfield (2km) [WIP]

Post by Zoddom »

[R-DEV]Rudd wrote:^ aawwww teh memories!
yeah the old HK21 MEC action :(
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

Wouldn't mind if a dev or con would take a gander at the level and help with some fog levels. Its hard to find a good balance between realistic darkness and gameplay.
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AfSoccer "I just don't see the natural talent."
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Tte.oteo
Posts: 302
Joined: 2008-03-11 12:19

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Tte.oteo »

finally the name its going to be bright star?

This name its a military maneuvers well known in the norht of egypt. I was there a long time ago with the spain marines. A little bit un realistic for me... but anyway the map its look awesome. I really like to see this map at night.
[img]http://prteamwork.com/Amok@ndy/userbars/player-userbar.png[/img]
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

Tte.oteo wrote:finally the name its going to be bright star?

This name its a military maneuvers well known in the norht of egypt. I was there a long time ago with the spain marines. A little bit un realistic for me... but anyway the map its look awesome. I really like to see this map at night.
Lol, I did actually realize that, and I'm utter **** with coming up with names. :-P
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AfSoccer "I just don't see the natural talent."
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RaSgO
Posts: 55
Joined: 2010-01-29 18:32

Re: [Map] Operation Bright Star (4km) [WIP]

Post by RaSgO »

Operation Alliance Breakdown? :P

The A of Airport and the B of Break-in? :D
Matrox
Retired PR Developer
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Joined: 2006-04-27 21:13

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Matrox »

Thats a long runway.
If you can find the four ninjas in my post, pm me to find out the prize....


Soalic: Because Microsoft Word makes really good pictures.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Post by Rabbit »

[R-DEV]Matrox wrote:Thats a long runway.
The level is a 1:1 scale.

*minimap updated*

Someone be trollin my thread title? It was 4km then somehow got put as 1km....
Last edited by Amok@ndy on 2011-08-16 18:30, edited 1 time in total.
Reason: Double Post
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AfSoccer "I just don't see the natural talent."
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Bright Star (1km) [WIP]

Post by Amok@ndy »

gx wrote:The level is a 1:1 scale.
well you said its 1km and your minimap is 1km also you maybe wanna get used to the edit button and stop posting lots of unnecesary posts
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Operation Bright Star (1km) [WIP]

Post by Rabbit »

[R-DEV]Amok@ndy wrote:well you said its 1km and your minimap is 1km also you maybe wanna get used to the edit button and stop posting lots of unnecesary posts
When I say 1;1 scale I meant was it is the real scale of what it would be in real life. The airstrip in real life is 3.8 or 3.9 km long, in the level it is the same length. If you have a better way to putting it let me know.

The reason I kept posting is A. I see a lot of people here post a post that says *first page updated* also I just don't use the edit button because I know a lot of people don't check to see whats new in a thread that says it has no new posts.
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AfSoccer "I just don't see the natural talent."
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Amok@ndy
Retired PR Developer
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Re: [Map] Operation Bright Star (1km) [WIP]

Post by Amok@ndy »

then pls stop posting updates every 20h ... thats really not neccesary, also you could post your update in the post you make and not only post "first post updated" that way someone who just started reading this topic can follow the discussion way better

thread renamed
doubleposts merged
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Rudd
Retired PR Developer
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Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rudd »

yeah mate, don't put more time into updating us than into the map :)
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Rabbit
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Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

Couldn't find this on the bf2 editor forums, maybe someone here could help. Is there any way to make an object in game start off destroyed? Like the Afghan statics start already destroyed?

Also I can't get either ATV to work, are they not meant to?
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AfSoccer "I just don't see the natural talent."
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Rhino
Retired PR Developer
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Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rhino »

gx wrote:Couldn't find this on the bf2 editor forums, maybe someone here could help. Is there any way to make an object in game start off destroyed? Like the Afghan statics start already destroyed?
Its possible but not though the level editor. the object must be set to start off destroyed like most of the CSB (Close Support Bridges, aka, Deployable Bridges) although there is one CSB on Qwai which starts of complete near the PLA main.

There is really two ways of doing this.

1. to give a destroyable object 0 armour so the object starts off destroyed like most of the CSB (Close Support Bridges, aka, Deployable Bridges) although there is one CSB on Qwai which starts of complete near the PLA main. Although this is a waste if you do not allow this building to ever be "repaired" as you will never see the complete mesh which is hiding in the closet, which is a waste of vertex data and more importantly, a lightmap (although you can manually optimize the LM by making it all 8x8pxs for thous buildings, but still a big waste).

2. Crate a new staticobject just out of the wreck model of the building and make it a simple static object. Best for performance if you never want this object to be repaired, but a lot of skilled work involved here, epically if your talking about a lot of statics.
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Rabbit
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Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

[R-DEV]Rhino wrote:Its possible but not though the level editor. the object must be set to start off destroyed like most of the CSB (Close Support Bridges, aka, Deployable Bridges) although there is one CSB on Qwai which starts of complete near the PLA main.

There is really two ways of doing this.

1. to give a destroyable object 0 armour so the object starts off destroyed like most of the CSB (Close Support Bridges, aka, Deployable Bridges) although there is one CSB on Qwai which starts of complete near the PLA main. Although this is a waste if you do not allow this building to ever be "repaired" as you will never see the complete mesh which is hiding in the closet, which is a waste of vertex data and more importantly, a lightmap (although you can manually optimize the LM by making it all 8x8pxs for thous buildings, but still a big waste).
I wanted to have destroyed afghan buildings in one area, so really it would only be about 3 pieces I would need busted, unfortunate time is not my friend right now. My level (unpacked is around 400mbs, so would option one hurt performance that much?
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AfSoccer "I just don't see the natural talent."
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Rhino
Retired PR Developer
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Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rhino »

not that much if its only a couple of buildings but its still not very good for performance.
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Rabbit
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Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

Couple bugs if someone has an answer to them. Light ambient appear to pop up at 50 meters, which looks strange, is there a way to fix it? Second is the "Aircraft Bunkers" (same on Kashan) I can walk right though the back of them like there is no collision mesh, the sides and front are fine, just the back does it. Third does anyone have a tut on ticket bleed. For some reason when I only have two Taliban CP's left the game ends. (Yes the CPs have spawn points)
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AfSoccer "I just don't see the natural talent."
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Amok@ndy
Retired PR Developer
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Re: [Map] Operation Bright Star (4km) [WIP]

Post by Amok@ndy »

for your bunkers make sure you have placed both hangar_bunker_pt1 and hangar_bunker_pt2 cause the collisions are in the pt2 mesh
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

[R-DEV]Amok@ndy wrote:for your bunkers make sure you have placed both hangar_bunker_pt1 and hangar_bunker_pt2 cause the collisions are in the pt2 mesh
I have, originally I did think that was the problem, but it continues even though I have both parts.
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AfSoccer "I just don't see the natural talent."
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Amok@ndy
Retired PR Developer
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Re: [Map] Operation Bright Star (4km) [WIP]

Post by Amok@ndy »

they both need to have the same coordinates if you have them slighly offset you will have glitches like on silent eagle
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